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/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

/*
 * This file is based on WME Lite.
 * http://dead-code.org/redir.php?target=wmelite
 * Copyright (c) 2011 Jan Nedoma
 */

#ifndef WINTERMUTE_BFONT_H
#define WINTERMUTE_BFONT_H

#include "BObject.h"

#define NUM_CHARACTERS 256

namespace WinterMute {

class CBFont: public CBObject {
public:
	DECLARE_PERSISTENT(CBFont, CBObject)
	virtual int GetTextWidth(byte  *text, int MaxLenght = -1);
	virtual int GetTextHeight(byte  *text, int width);
	virtual void DrawText(byte  *text, int x, int y, int width, TTextAlign align = TAL_LEFT, int max_height = -1, int MaxLenght = -1);
	virtual int GetLetterHeight();

	virtual void InitLoop() {};

	CBFont(CBGame *inGame);
	virtual ~CBFont();

	static CBFont *CreateFromFile(CBGame *Game, char *Filename);

private:
	//HRESULT LoadBuffer(byte * Buffer);
	//HRESULT LoadFile(char* Filename);
	static bool IsTrueType(CBGame *Game, char *Filename);
};

} // end of namespace WinterMute

#endif